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Equipped creature has "(3), Untap: This creature gets +2/+2 until end of turn."
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Umbral Mantle Discussion
1 week ago
Actually yes! Umbral Mantle is on my list to order next time I buy some cards. It is basically the better version of Sword of the Paruns so it's definitely worthy of inclusion. Thanks for the suggestion!
2 weeks ago
Wirewood Symbiote is a great addition when you are going off, you can bounce previously used untappers like Quirion Ranger, or simply bounce a cheap mana elf to get another trigger off Paradox Engine.
I'd also recommend Eladamri's Call and Stoneforge Mystic as the reprint from Masters 25 brought Eladamri's down to nearly the same price as chord and Stoneforge helps tutor for Umbral Mantle. She can also be grabbed with Yisan, the Wanderer Bard on the second verse.
Also, just a suggestion, I use a lot more creature stax cards rather than artifact. Most of the tutors in Selesnya colors search for creatures, so it's a lot easier to find specific pieces for certain scenarios.
Some General Suggestions for more cards would be Sun Titan, Recruiter of the Guard, Skullclamp for used untappers or mana dorks when you need to draw some cards in a pinch, Green Sun's Zenith just as another way to fetch out key creatures to the battlefield, Elvish Archdruid takes advantage of all the cheap elves in play and allows some board presence and pretty ridiculous ramp, Eternal Witness, and my personal favorite as a secondary if devoted druid does not work Aetherflux Reservoir. Combos fantastically with Selvala and Paradox Engine.
2 weeks ago
So here's the dreaded constructive criticism comment:
You need more mana dorks to make Paradox Sisay work. Like, my combo runs by putting at least 3 nonland mana sources on the table (of which Sisay can fetch them all now by going Amber (tap, float 1) > Opal (tap both, float 3)> Rishkar, Peema Renegade.
So, that in mind, I'll just go over some things that Paradox Sisay decks tend to run in order to make the Paradox combo work:
For these cards to be added, you could safely cut:
Cultivate, Skyshroud Claim, Sakura-Tribe Elder, Genesis Wave, The Immortal Sun, Mirari's Wake, Prismatic Omen (I have no idea why this is in the deck actually as you're not a 4-5 color deck nor are you running Valakut or something).
Swapping these cards slots will greatly advantage you in building up to your Paradox Engine turn. I playtested the deck a couple times before making this comment and I couldn't even go off with Engine as most Paradox Sisay decks do, and there was nothing I could gather from your Facebook post that would indicate this problem was by design.
Now, here are some cards that I've found to be immensely useful in Paradox Sisay after having played the deck for a year and a half:
Bow of Nylea is absurdly good in Sisay. If Paradox Engine gets destroyed, Bow puts it on bottom of your library to be re-tutored and cast again. That's extremely helpful tech and gives Sisay a lot of longevity at a table basically by itself. Also, when doing Paradox Engine chains with lots of mana dorks, you'll most likely end up with loads of surplus mana which you can use to buff your attacks substantially, kill flying blockers, or gain loads of life.
Inventors' Fair is one of the best cards you can run. It only produces colorless, sure, but you can drop it during a Paradox Engine combo turn via Azusa even if you've used your land drop and then it can go get any artifact combo piece you like. This is an invaluable card and it essentially takes no slots since you could just drop it in over Reliquary Tower or something.
Saffi Eriksdotter is really good, too. She protects pivotal creatures you have on board, but can also be used, during Paradox Engine loops, to generate infinite mana from your mana surpluses-- if you produce at least 5 mana while comboing (which Reki can draw you into easily) then Bow + Saffi will generate infinite mana if you have Engine on field since you only need 1WGG to perform this loop.
To win with a Sisay deck, It seems you're running Akroma's Memorial to win with an attacking force, but I would recommend Kamahl, Fist of Krosa for your big attacking turn (you could remove Kozilek or Iona for him pretty easily). You can use him to kill off everyone's lands (so they have a hard time fighting back) and overrun your dudes to immense sizes, which seems strong. I personally use Thousand-Year Elixir and Selvala, Explorer Returned plus Sisay and Engine to draw my whole library and then force everyone to draw out using Green Sun's Zenith, but there's also the option of using Cloudstone Curio for infinite bounce, mana, card draw, and untaps with Engine and Sisay using Reki, or you could even run Blasting Station + any cheap legendary creature + Bow of Nylea which will let you kill everyone (so cast Hope of Ghirapur, untap, sac it to Station to deal 1 damage, Bow it to bottom of the library, tap Sisay to re-grab him, and then repeat the process. You only need 3 nonland mana sources on board for this combo).
Outside of that, if you have any trouble cutting cards I could recommend these cuts for other things if you have stuff in mind: Thran Temporal Gateway is an easy cut (you're basically already running this in Paradox Engine and there's an easier backup plan you can win through if Engine gets answered, I'll address that at the end).
Iona, Shield of Emeria is too expensive and too slow when you could just win immediately. Same holds true for Kozilek, whom Reki will draw far more cards than, Vorinclex, Voice of Hunger who can't even help you during your Paradox Engine turn, etc..
As for a way to win without Paradox Engine, if you include Inventors' Fair, you can tutor up Umbral Mantle which enables an infinite mana combo with Selvala, Heart of the Wilds. This gives you infinite mana and untaps, which turns them into Paradox Engine 2.0 (as after making the mana you move the Mantle to Sisay). It also gives you an arbitrarily large force of attackers so you can just swing in and win no matter the board state.
Lastly, I do strongly recommend Thousand-Year Elixir. Your commander has a tap ability and being able to use her the turn she enters play is huge, notwithstanding you can get if off Inventor's Fair so either Selvala can tap during your combo turn too.
I know this comment was long. Hope it helps though.
2 weeks ago
I don't see anywhere in your description that says this is budget or you're staying away from combo.
So just list them off in categories.
budget Hall of Gemstone to shutdown other decks.
Cream of the Crop some nice top deck manipulation
Prowling Serpopard protect you from losing your creatures to counterspells.
Lupine Prototype cheap Mana bump.
Unyaro Bees don't underestimate a flyer that you can dump all your extra Mana into.
Omnath, Locus of Mana he'll let you store Mana for more explosive turns.
Akroma's Memorial just good also used in combos.
Nykthos, Shrine to NyxMore Mana land.
Greater GoodAllows you to dig through your deck for pieces you need.
Using any of these with your commander and a creature with high Power to create infinite Mana.
Hopefully these help in some way.
3 weeks ago
1 month ago
A lot of the cards in the deck seem to be leftovers from Multani when Marwyn really wants to be an Elf deck, of which you're not really running enough.
Umbral Mantle + Marwyn makes infinite mana. Spend 0 to equip, tap Marwyn for 1, untap her by paying 2 additional mana from other sources, and then tap her for 3, then pay that 3 to untap her again, and now she taps for 5. You'll net gain X + 2 mana every iteration of this loop.
Staff of Domination is expensive but worth it. Once Marwyn taps for 6 mana (which is as simple as casting some Elves), you can generate infinite mana, draw as many cards as you want, and gain as much life as you like.
For your creatures, you need to run Boreal Druid, Fyndhorn Elves, maybe even Joraga Treespeaker. In the case of the former two, they let you cast Marwyn on turn 2, instead of 3. Your ramp should be aiming to put her down t2, and if it costs 4 or more mana to ramp you should drop it. Animist's Awakening, Cultivate, Grow from the Ashes, Harvest Season, Hour of Promise, Kamahl's Druidic Vow (you have a whopping 3 legendary permanents in this deck), Kodama's Reach, Map the Wastes, and even Splendid Reclamation (unless you're playing against land destruction, otherwise it's an extremely blank card), and Tempt with Discovery. You don't need land cards in your hand anymore; this isn't Multani. Adventurous Impulse can go too. Replace all of these cards with Elves or cards that produce Elves- Imperious Perfect, Elvish Champion, Farhaven Elf, Arbor Elf, Elvish Harbinger, Boreal Druid, Fyndhorn Elves, Elvish Archdruid, Priest of Titania, Elvish Visionary, Fierce Empath, Immaculate Magistrate, Joraga Warcaller, Wirewood Channeler, Nullmage Shepherd, Lys Alana Huntmaster and more, are just some of the cards you could add. The Elf lords are important, but make sure you run every 1 drop Elf that taps for mana (and if you want to go full elfball with it, run Heritage Druid as she enables absurd plays with the right starting hands). Heck, even Dwynen's Elite isn't bad here since it's +2/+2 to Marwyn when they enter play.
Bottom line is: Marwyn wants Elves to enter play in order to grow. If you run few Elves, she won't grow very much.
So, you add more Elves and now Marwyn can tap for boatloads of mana by turns 5-6, so what do you do with that mana? Genesis Wave, Slate of Ancestry, and Ezuri, Renegade Leader make solid mana sinks. Similarly, Yisan, the Wanderer Bard and Skyshroud Poacher give you something to do with your oodles of mana too. You could add more tutors and draw (Chord of Calling is a personal favorite but there are cheaper options).
Instead of Hour of Promise, you could use Sylvan Scrying to find something like Nykthos, Shrine to Nyx, but if you're not going to be running Nykthos then either card is pretty mediocre so I wouldn't bother with it.
Aerial predation is cute, but Beast Within kills whatever and a 3/3 token hardly matters in a format with 40 life.
Ancient Animus is also cute, but it's heavily reliant upon your board position (IE, you already have to be 'winning' in order for Animus to do anything), whereas Song of the Dryads turns someone's Commander into a tree and, unless they have something that lets them sacrifice a land, they can get stuck without their Commander for a whole game. It's one of the best removals in green, truthfully.
Blossoming Defense gives you 2 extra mana out of Marwyn, but you could just cast Elves to get that instead. Heroic Intervention saves your whole board state from board wipes at only 1 mana more, which seems like the stronger inclusion.
All of those buffing equipment cards can probably go, too. Blackblade Reforged/Strata Scythe is adorable, but why use that when Coat of Arms is a thing? On another note, Thousand-Year Elixir would oftentimes let you get as much, if not more, use out of Marwyn and other mana dorks by letting them tap the turn they come into play, not to mention untapping them.
Anyway, I know this is a lot of recommendations but I hope this helped. My wife's been playing Elfball with basically every possible Commander since 2013 so I've learned a lot about it while helping her tune her Elf deck.
1 month ago
FiendishElf, I tend to not use Dwynen just since she doesn't provide a way for me to win the game. While elves as a tribe are really gross and rampy, they're usually all 2/2's or at most, 4/4's. There's not a lot of elf lords and you can't rely on Coat of Arms, so you need a consistent win-con. Ezuri, Renegade Leader Provides as many overruns as you want as well as protection. Regenerate goes a long way, especially since once you dump your hand you have extra mana for it. Once any elf deck pops off, you end up with a ridiculous amount of mana. In this deck, I use this mana to overrun, on average, 3 times, giving my entire field +9/+9 and trample. Even with 4 elves, that can end the game. Dwynen is a great card, but reach and a few life wont win the game as often as regeneration and overruns. Craterhoof Behemoth is actually a pretty good inclusion, I'll try to make room for him as well as the two Dominaria elves.Nettle Sentinel definitely seems to have it's perks, but at most it's only going to give me a couple extra mana, and that's only if I have cards that let him tap for mana. If you're trying to go with an infinite mana combo, there's much better options, like sticking an Umbral Mantle on anything that taps for at least 4 mana. Thanks for the insight, though!
1 month ago
While I do agree that Krosan Restorer isn't great and is probably better replaced by Fyndhorn Elder or something similar, the main point of having Restorer is that shes goes infinite with Umbral Mantle once threshold is achieved. She untaps three lands, then you use that three mana to activate the mantle. If you have a land like Temple of the False God out, you can also generate infinite mana as well.
Also because Umbral Mantle has a zero equip cost, You can actually use it on any other creature with a tap effect, given the right circumstance. To be honest, I need to playtest this deck a bit before reassessing. I'm afraid it isn't going to be able to clutch the win well enough.